Activities & Quests
Activities
Time
In Dragon World, in-game time and real-world time move at different rates. The goal is to live the lives of your characters across decades of in-game history: characters will age, fight, lose, win, and maybe even raise children over the course of a Campaign.
Time is measured in Quarters and Ages, such as Q1, Age 900. The current date is displayed on the front page of the forum for each Campaign. Every real-world week equals one Quarter (three in-game months), and four Quarters make one in-game year. Quarters change on Sunday at midnight Eastern Time — be mindful of Daylight Savings!
Quarter Exclusivity: Any Activity that costs one or more Quarters cannot be performed alongside any other Activity that also costs Quarters, unless explicitly stated otherwise. Exceptions are noted within the Activity List below. You cannot, for example, learn a Technique while engaged in a Special Quest.
Note! Other Campaigns may adjust their time periods for a faster or slower pace, whether that means the game advancing faster in real time or in-game time being stretched or compressed.
Experience
Experience Points (EXP) and Bonus EXP are abstract currencies spent on Activities to develop your character. Some Activities also require time (Quarters) in addition to EXP. Neither EXP nor Bonus EXP must be spent immediately and can be saved indefinitely.
Quarterly EXP: You gain 100 EXP each Sunday at the start of each new Quarter.
Posting Bonus EXP: 5 Bonus EXP is gained per in-character post, up to 25 Bonus EXP (5 posts) per week, measured Sunday to Saturday. This is awarded immediately when claimed. To claim, post links to the threads in your private character board so the Game Master(s) can verify. It's recommended to claim once weekly, but you can claim more frequently if needed.
Bonus EXP Restriction: Bonus EXP cannot be spent on Training except for Basic Training.
Note! Posts are not expected to be massive or time-consuming. They should have some degree of quality and clarity, but each individual post should ideally take no more than 15–30 minutes. The posting Bonus EXP exists solely to encourage regular engagement with the game and community, not to reward word count. All characters share the same base growth curve; how you spend your EXP, and how much you participate with other characters, Events, and more, is what differentiates you.
Activities
Activities encompass all actions your character can take. Most consume Quarters and EXP, but some require neither. All require a post in your private Character Sheet using the Activity Form (below), and a Game Master will validate the request.
Benefit Timing: Your character receives the benefits of an Activity the Quarter following its completion. If you do two Training Activities in Q3, Age 900, you receive both Power Level increases on the Sunday that starts Q4, Age 900.
Start Timing: Any Activity that costs Quarters is treated as beginning with the Quarter, regardless of which real-world day within the Quarter you posted it.
Costs vs. Timers: Some Activities cost Quarters, meaning they consume your character's time and block other Quarter-costing Activities. Others start Events with a timer — a window of opportunity measured in Quarters that does not consume anyone's time or block their Activities. The Activity List below specifies which is which.
Activities are abstractions. How your character goes about them is up to you. "Working" for an evil character might mean theft or manipulation. "Training" for an Android might be hardware upgrades. A Bio-Android's training might represent absorbing people en masse.
Activity List
Training
Costs 1 Quarter. Maximum of 200 EXP per Quarter. Each 50 EXP spent is one training session, and percentage gains are calculated from and applied to Base Power Level. Because each session compounds on the result of the previous one, training gains are exponential — even within a single Activity Form. Always round down to the nearest integer.
There are three types of Training, plus Sparring as a modifier:
Training Caps: The total percentage gained per session from non-Special Training (including all bonuses such as Sparring, Weighted Clothing, etc.) is capped at 4%. Special Training is capped at 6% per session. The Strong Partner Bonus is exempt from these caps.
Tip! Because gains are exponential, stacking Sparring with Gravity Training and other bonuses early and often has an enormous long-term impact. Minimize time spent on plain Basic Training.
Working
Costs 1 Quarter. Maximum of 300 EXP per Quarter. Each 50 EXP spent is one working session. Gain 150 Zeni (150z) per rank in Intelligence, per session. No ranks in Intelligence nets 75z per session. S and Z ranks count for two ranks each. At Z Intelligence, this equals 1,500z per session.
Learn Technique
Learn a new Technique at a cost of 200 EXP and 2 Quarters.
Taught by Another Player: If a player-character teaches you a non-Special, non-Special Signature, and non-Special Finisher Technique, the cost is reduced to 100 EXP and 1 Quarter for the learner. The teacher must also spend 1 Quarter (no EXP). Both characters must be at the same location and submit matching Activity Forms. Normal eligibility requirements still apply (available Technique Slots, Mystic trait limitations, etc.).
Master Technique
A Technique that costs at least 10 Ki to use can be Mastered for 200 EXP and 2 Quarters. Mastering reduces its activation/use cost by 5 Ki. Sustain costs are unaffected. Fundamental Techniques and Special Techniques cannot be Mastered. Special Signature Techniques and Special Finisher Techniques can be Mastered — these are separate categories from Special Techniques.
Master Technique is a distinct Activity from Learn Technique. Benefits or effects that modify Learn Technique (such as Wisdom) do not apply to this Activity.
Travel
Move from one location to another. Time required varies by method: teleportation is instant, spaceships take one or more Quarters depending on engines. See Locations & Travel for specifics.
Quest
Undertake a Quest. These are unique Activities that often cost only Quarters and are one of the few ways to earn additional EXP. See the Quests section below for details on each type.
Gather Dragon Balls
Requires a Dragon Radar. Costs 1 Quarter per Dragon Ball searched. Your character searches for a Dragon Ball on the planet they are currently on, provided an active set exists there. State in your Activity Form whether you're working with others and who they are. If you search and no uncollected Dragon Balls remain, a thread will be started with whoever holds Dragon Balls outside your team. Dragon Balls cannot leave their native planet and cannot be taken with you when you die.
Purchase
Buy items at your current location. No Quarter cost.
Trade
Exchange or give items and Zeni to another character. No Quarter cost. The other character must post their own Activity Form confirming the same. Zeni can be transferred between characters at different locations within the living Universe. Items require both characters to be at the same location unless explicitly stated otherwise.
Challenge
Begin a fight with anyone at the same location as you, whether face-to-face, a sneak attack, or however else you wish to portray it. No Quarter cost. If you lack Ki Sense, a Scouter, or any other means of detecting others, you will attack a random character at your location (if one exists). Challenges may also be issued while traveling through space, provided the target is also in transit — representing an interception. Defeating all defenders in a space interception is the only way to steal a Spaceship, in addition to normal combat spoils.
Intervene
If a fight is happening at your location, you may join it on either side. No Quarter cost. You do not need Ki Sense or a Scouter to Intervene.
Conquer a Planet
Starts an Event with a two-Quarter timer (not a cost). If the planet has no player-character or Faction Ruler, an NPC of strength based on the planet's Typical Power Level will oppose you. If the planet is held by a player-character Faction, its members must defend it themselves. Anyone has two Quarters from the Event's creation to arrive and oppose you; if no one does, your conquest succeeds. A successful conquest creates a one-person Faction if you are not already in one, or adds the planet to your existing Faction. See Rulership & Factions for full governance details.
Form Faction
Two or more players enter an alliance and create a named Faction, designating one member as the Faction Leader. No Quarter cost. See Rulership & Factions for full details.
Activity Form
The form is simple and universal:
Activity: Name of the Activity.
EXP: EXP spent, if any.
Dates: Quarters consumed, such as "Q2 & Q3, Age 902", if any.
Details: Any relevant specifics. Include expected gains (Zeni from Working, Power Level from Training). If the Activity involves others (Sparring, Trade, being taught a Technique), name the participants — they must submit matching forms. If undertaking a Quest, link to the thread.
Quests
How Quests Work
Quests are a type of Activity, submitted via your Activity Form like any other. The written threads you post on the forum can represent a Quest, but a Quest and a thread are not the same thing. A single thread between multiple players can represent different Quest types for each participant: one player might be on a Special Quest requiring a fight, while their companions use the same thread as a Free Quest or Transformation Quest.
Quests are intended to be group activities, and players frequently undertake them as a team. That said, this is not a requirement unless stated otherwise — you can write a thread solo to represent your character's Quest. However, Quests are not strictly required to be written at all. It is strongly recommended to write them in a thread, ideally with others, but this is only a hard requirement where explicitly stated. Free Quests are the most notable exception: they must be written, and always with at least one other player.
Note! If you choose not to write a Special Quest that requires a fight, a thread for that fight will be created for you.
Quest Writing Rewards: All Quests that are written via threads award at least 25 Bonus EXP to all participants upon completion, whether successful or not. This Bonus EXP is separate from the weekly posting Bonus EXP and does not count against its cap. Posts made within a Quest thread can also be claimed for the regular weekly posting Bonus EXP as normal. Additional rewards such as EXP may be granted based on how creatively the Quest was handled and how engaging the story was — not how much was written.
Free Quests
The simplest Quest. You claim a thread that you have written alongside at least one other player as a Free Quest. The story can center around anything, can turn into a fight, or may even ignite a full Event.
Free Quests do not need to be requested via Activity Form to begin writing — only when you wish to claim benefits from a thread already written. They cost no Quarters, but only one may be claimed per Quarter. All Free Quests provide at least 25 Bonus EXP. Beyond that, a Free Quest is your platform to request any non-EXP reward imaginable: items, narrative developments, special permissions, or anything else within reason that relates to the story written.
Transformation Quests
Transformations require more than crossing a Power Level threshold to unlock, and further developing them through Transformation Development requires dedicated effort as well. These are Transformation Quests: stories about the moment you unlocked, discovered, or otherwise acquired a Transformation, or about training, honing, and evolving one you already have. You have great creative freedom in portraying what pushes your character to the next level, but always remember:
The power comes in response to a need, not a desire.
Transformation Quests cost 2 Quarters for Normal Transformations and 4 Quarters for Super Transformations. You cannot undergo a Transformation Quest for a Super Transformation until that tier of Super Transformation has been unlocked by someone via an Event.
Transformation Quests can sometimes be bypassed based on participation in an Event or a pitched fight. Ask the Game Master(s) — if the circumstances call for it, the Transformation may be awarded. Like most Quests, Transformation Quests are not required to be written. A Transformation can be acquired off-screen, much like Goku achieving Super Saiyan 3 during the timeskip between Cell and Majin Buu.
Special Quests
Introduction
Special Quests provide unique benefits: powerful techniques, one-of-a-kind items, and rewards that no other Activity can offer. Some are limited in how many times they can be completed, and a few can only ever be completed once across an entire Campaign.
All Special Quests require you to be at a specific location or group of locations, and all cost two Quarters to complete.
Special Quests come in two types: Mortal Quests, which take place in the living Universe, and Afterlife Quests. Each type has its own cooldown. After completing a Mortal Special Quest, you cannot begin another Mortal Special Quest for six additional Quarters — eight Quarters total from the start of the first to the earliest possible start of the next, or exactly two in-game years.
Example: You begin a Mortal Special Quest in Q1 of Age 900. It completes at the end of Q2. You are then on cooldown for Q3 and Q4 of Age 900, plus all four Quarters of Age 901 (six Quarters of cooldown). You may begin your next Mortal Special Quest in Q1 of Age 902. Mortal and Afterlife cooldowns are tracked independently — completing a Mortal Special Quest has no bearing on the timing of any Afterlife Special Quest.
Mortal Quests
Afterlife Quests
Activities
Time
In Dragon World, in-game time and real-world time move at different rates. The goal is to live the lives of your characters across decades of in-game history: characters will age, fight, lose, win, and maybe even raise children over the course of a Campaign.
Time is measured in Quarters and Ages, such as Q1, Age 900. The current date is displayed on the front page of the forum for each Campaign. Every real-world week equals one Quarter (three in-game months), and four Quarters make one in-game year. Quarters change on Sunday at midnight Eastern Time — be mindful of Daylight Savings!
Quarter Exclusivity: Any Activity that costs one or more Quarters cannot be performed alongside any other Activity that also costs Quarters, unless explicitly stated otherwise. Exceptions are noted within the Activity List below. You cannot, for example, learn a Technique while engaged in a Special Quest.
Note! Other Campaigns may adjust their time periods for a faster or slower pace, whether that means the game advancing faster in real time or in-game time being stretched or compressed.
Experience
Experience Points (EXP) and Bonus EXP are abstract currencies spent on Activities to develop your character. Some Activities also require time (Quarters) in addition to EXP. Neither EXP nor Bonus EXP must be spent immediately and can be saved indefinitely.
Quarterly EXP: You gain 100 EXP each Sunday at the start of each new Quarter.
Posting Bonus EXP: 5 Bonus EXP is gained per in-character post, up to 25 Bonus EXP (5 posts) per week, measured Sunday to Saturday. This is awarded immediately when claimed. To claim, post links to the threads in your private character board so the Game Master(s) can verify. It's recommended to claim once weekly, but you can claim more frequently if needed.
Bonus EXP Restriction: Bonus EXP cannot be spent on Training except for Basic Training.
Note! Posts are not expected to be massive or time-consuming. They should have some degree of quality and clarity, but each individual post should ideally take no more than 15–30 minutes. The posting Bonus EXP exists solely to encourage regular engagement with the game and community, not to reward word count. All characters share the same base growth curve; how you spend your EXP, and how much you participate with other characters, Events, and more, is what differentiates you.
Activities
Activities encompass all actions your character can take. Most consume Quarters and EXP, but some require neither. All require a post in your private Character Sheet using the Activity Form (below), and a Game Master will validate the request.
Benefit Timing: Your character receives the benefits of an Activity the Quarter following its completion. If you do two Training Activities in Q3, Age 900, you receive both Power Level increases on the Sunday that starts Q4, Age 900.
Start Timing: Any Activity that costs Quarters is treated as beginning with the Quarter, regardless of which real-world day within the Quarter you posted it.
Costs vs. Timers: Some Activities cost Quarters, meaning they consume your character's time and block other Quarter-costing Activities. Others start Events with a timer — a window of opportunity measured in Quarters that does not consume anyone's time or block their Activities. The Activity List below specifies which is which.
Activities are abstractions. How your character goes about them is up to you. "Working" for an evil character might mean theft or manipulation. "Training" for an Android might be hardware upgrades. A Bio-Android's training might represent absorbing people en masse.
Activity List
| Activity | Quarter Cost | EXP Cost | Notes |
| Training | 1 | Up to 200 | Basic Training can share its Quarter with Learn or Master Technique |
| Working | 1 | Up to 300 | Zeni earned scales with Intelligence rank |
| Learn Technique | 2 (1 if taught) | 200 (100 if taught) | Teacher also spends 1 Quarter, no EXP |
| Master Technique | 2 | 200 | Technique must cost 10+ Ki. Not Learn Technique — different Activity |
| Travel | Varies | — | Instant via teleportation; 1+ Quarters via spaceship |
| Quest | Varies | Varies | See Quests section below |
| Gather Dragon Balls | 1 per ball | — | Requires a Dragon Radar and an active set on your planet |
| Summon the Dragon | 1Q timer (not a cost) | — | Starts an Event; window for others on the planet to intervene |
| Purchase | — | — | Costs Zeni, not EXP |
| Trade | — | — | Zeni: anywhere in living Universe. Items: same location |
| Challenge | — | — | Can also intercept targets in space travel |
| Intervene | — | — | Join an ongoing fight at your location; no sensing required |
| Conquer a Planet | 2Q timer (not a cost) | — | Starts an Event; window for opposition to arrive |
| Form Faction | — | — | Requires 2+ players. See Rulership & Factions |
Training
Costs 1 Quarter. Maximum of 200 EXP per Quarter. Each 50 EXP spent is one training session, and percentage gains are calculated from and applied to Base Power Level. Because each session compounds on the result of the previous one, training gains are exponential — even within a single Activity Form. Always round down to the nearest integer.
There are three types of Training, plus Sparring as a modifier:
- Basic Training: Gain 2.5% of Base Power Level per session. Exception to Quarter Exclusivity: Basic Training can share a Quarter with Learn Technique or Master Technique, but EXP must still be paid for both.
- Gravity Training: Gain 3% of Base Power Level per session. Requires access to Gs equal to at least 1/100th of your Base Power Level (e.g., 100G for a Base PL of 10,000).
- Special Training: Gain 5% of Base Power Level per session. Only available when explicitly stated, most commonly to dead characters at certain Afterlife locations.
- Sparring (Modifier): Sparring is not a standalone type of training. It modifies whichever Training type it is paired with, adding +0.5% Base Power Level per session to that Training's gains. Sparring has no separate EXP cost or limit — it uses the same EXP you are already spending on the Training it modifies. All participants must be at the same location, submit matching Activity Forms specifying each other, and spend the same amount of EXP.
- Strong Partner Bonus: If a Sparring partner's Base Power Level is at least 1.5x yours at the start of the Quarter, you additionally gain 2.5% of their Base Power Level (5% if paired with Special Training) per session. This bonus is separate from the percentage caps below.
Training Caps: The total percentage gained per session from non-Special Training (including all bonuses such as Sparring, Weighted Clothing, etc.) is capped at 4%. Special Training is capped at 6% per session. The Strong Partner Bonus is exempt from these caps.
Tip! Because gains are exponential, stacking Sparring with Gravity Training and other bonuses early and often has an enormous long-term impact. Minimize time spent on plain Basic Training.
Working
Costs 1 Quarter. Maximum of 300 EXP per Quarter. Each 50 EXP spent is one working session. Gain 150 Zeni (150z) per rank in Intelligence, per session. No ranks in Intelligence nets 75z per session. S and Z ranks count for two ranks each. At Z Intelligence, this equals 1,500z per session.
Learn Technique
Learn a new Technique at a cost of 200 EXP and 2 Quarters.
Taught by Another Player: If a player-character teaches you a non-Special, non-Special Signature, and non-Special Finisher Technique, the cost is reduced to 100 EXP and 1 Quarter for the learner. The teacher must also spend 1 Quarter (no EXP). Both characters must be at the same location and submit matching Activity Forms. Normal eligibility requirements still apply (available Technique Slots, Mystic trait limitations, etc.).
Master Technique
A Technique that costs at least 10 Ki to use can be Mastered for 200 EXP and 2 Quarters. Mastering reduces its activation/use cost by 5 Ki. Sustain costs are unaffected. Fundamental Techniques and Special Techniques cannot be Mastered. Special Signature Techniques and Special Finisher Techniques can be Mastered — these are separate categories from Special Techniques.
Master Technique is a distinct Activity from Learn Technique. Benefits or effects that modify Learn Technique (such as Wisdom) do not apply to this Activity.
Travel
Move from one location to another. Time required varies by method: teleportation is instant, spaceships take one or more Quarters depending on engines. See Locations & Travel for specifics.
Quest
Undertake a Quest. These are unique Activities that often cost only Quarters and are one of the few ways to earn additional EXP. See the Quests section below for details on each type.
Gather Dragon Balls
Requires a Dragon Radar. Costs 1 Quarter per Dragon Ball searched. Your character searches for a Dragon Ball on the planet they are currently on, provided an active set exists there. State in your Activity Form whether you're working with others and who they are. If you search and no uncollected Dragon Balls remain, a thread will be started with whoever holds Dragon Balls outside your team. Dragon Balls cannot leave their native planet and cannot be taken with you when you die.
- Summon the Dragon: Once all seven Dragon Balls in a set are gathered by a single person or team, an Event begins. This Event has a one-Quarter timer (not a cost) during which all characters already on the planet may join the thread and fight for the Dragon Balls before any wishes are made.
Purchase
Buy items at your current location. No Quarter cost.
Trade
Exchange or give items and Zeni to another character. No Quarter cost. The other character must post their own Activity Form confirming the same. Zeni can be transferred between characters at different locations within the living Universe. Items require both characters to be at the same location unless explicitly stated otherwise.
Challenge
Begin a fight with anyone at the same location as you, whether face-to-face, a sneak attack, or however else you wish to portray it. No Quarter cost. If you lack Ki Sense, a Scouter, or any other means of detecting others, you will attack a random character at your location (if one exists). Challenges may also be issued while traveling through space, provided the target is also in transit — representing an interception. Defeating all defenders in a space interception is the only way to steal a Spaceship, in addition to normal combat spoils.
Intervene
If a fight is happening at your location, you may join it on either side. No Quarter cost. You do not need Ki Sense or a Scouter to Intervene.
Conquer a Planet
Starts an Event with a two-Quarter timer (not a cost). If the planet has no player-character or Faction Ruler, an NPC of strength based on the planet's Typical Power Level will oppose you. If the planet is held by a player-character Faction, its members must defend it themselves. Anyone has two Quarters from the Event's creation to arrive and oppose you; if no one does, your conquest succeeds. A successful conquest creates a one-person Faction if you are not already in one, or adds the planet to your existing Faction. See Rulership & Factions for full governance details.
- Note! Conquering a planet does not have to be depicted as violent, even if it triggers an NPC fight. It could be a democratic process met with resistance, a declaration of protection like the Z-Fighters over Earth, or anything else you can imagine — but violence is always on the table.
Form Faction
Two or more players enter an alliance and create a named Faction, designating one member as the Faction Leader. No Quarter cost. See Rulership & Factions for full details.
Activity Form
The form is simple and universal:
Activity: Name of the Activity.
EXP: EXP spent, if any.
Dates: Quarters consumed, such as "Q2 & Q3, Age 902", if any.
Details: Any relevant specifics. Include expected gains (Zeni from Working, Power Level from Training). If the Activity involves others (Sparring, Trade, being taught a Technique), name the participants — they must submit matching forms. If undertaking a Quest, link to the thread.
Code:
[b]Activity:[/b]
[b]EXP:[/b]
[b]Dates:[/b]
[b]Details:[/b]
Quests
How Quests Work
Quests are a type of Activity, submitted via your Activity Form like any other. The written threads you post on the forum can represent a Quest, but a Quest and a thread are not the same thing. A single thread between multiple players can represent different Quest types for each participant: one player might be on a Special Quest requiring a fight, while their companions use the same thread as a Free Quest or Transformation Quest.
Quests are intended to be group activities, and players frequently undertake them as a team. That said, this is not a requirement unless stated otherwise — you can write a thread solo to represent your character's Quest. However, Quests are not strictly required to be written at all. It is strongly recommended to write them in a thread, ideally with others, but this is only a hard requirement where explicitly stated. Free Quests are the most notable exception: they must be written, and always with at least one other player.
Note! If you choose not to write a Special Quest that requires a fight, a thread for that fight will be created for you.
Quest Writing Rewards: All Quests that are written via threads award at least 25 Bonus EXP to all participants upon completion, whether successful or not. This Bonus EXP is separate from the weekly posting Bonus EXP and does not count against its cap. Posts made within a Quest thread can also be claimed for the regular weekly posting Bonus EXP as normal. Additional rewards such as EXP may be granted based on how creatively the Quest was handled and how engaging the story was — not how much was written.
Free Quests
The simplest Quest. You claim a thread that you have written alongside at least one other player as a Free Quest. The story can center around anything, can turn into a fight, or may even ignite a full Event.
Free Quests do not need to be requested via Activity Form to begin writing — only when you wish to claim benefits from a thread already written. They cost no Quarters, but only one may be claimed per Quarter. All Free Quests provide at least 25 Bonus EXP. Beyond that, a Free Quest is your platform to request any non-EXP reward imaginable: items, narrative developments, special permissions, or anything else within reason that relates to the story written.
Transformation Quests
Transformations require more than crossing a Power Level threshold to unlock, and further developing them through Transformation Development requires dedicated effort as well. These are Transformation Quests: stories about the moment you unlocked, discovered, or otherwise acquired a Transformation, or about training, honing, and evolving one you already have. You have great creative freedom in portraying what pushes your character to the next level, but always remember:
The power comes in response to a need, not a desire.
Transformation Quests cost 2 Quarters for Normal Transformations and 4 Quarters for Super Transformations. You cannot undergo a Transformation Quest for a Super Transformation until that tier of Super Transformation has been unlocked by someone via an Event.
Transformation Quests can sometimes be bypassed based on participation in an Event or a pitched fight. Ask the Game Master(s) — if the circumstances call for it, the Transformation may be awarded. Like most Quests, Transformation Quests are not required to be written. A Transformation can be acquired off-screen, much like Goku achieving Super Saiyan 3 during the timeskip between Cell and Majin Buu.
Special Quests
Introduction
Special Quests provide unique benefits: powerful techniques, one-of-a-kind items, and rewards that no other Activity can offer. Some are limited in how many times they can be completed, and a few can only ever be completed once across an entire Campaign.
All Special Quests require you to be at a specific location or group of locations, and all cost two Quarters to complete.
Special Quests come in two types: Mortal Quests, which take place in the living Universe, and Afterlife Quests. Each type has its own cooldown. After completing a Mortal Special Quest, you cannot begin another Mortal Special Quest for six additional Quarters — eight Quarters total from the start of the first to the earliest possible start of the next, or exactly two in-game years.
Example: You begin a Mortal Special Quest in Q1 of Age 900. It completes at the end of Q2. You are then on cooldown for Q3 and Q4 of Age 900, plus all four Quarters of Age 901 (six Quarters of cooldown). You may begin your next Mortal Special Quest in Q1 of Age 902. Mortal and Afterlife cooldowns are tracked independently — completing a Mortal Special Quest has no bearing on the timing of any Afterlife Special Quest.
Mortal Quests
Turtle Blast Wave
Earth's most famous technique, still taught by a handful of masters across the world and refined beyond perfection. Cupped hands are slowly drawn to the user's side and hip, blue-white ki concentrating into a single point between the palms. The hands are then thrust forward, still together at the wrists, to release a flowing and powerful beam-like wave of energy. During most uses, the user speaks the name in syllables as they prepare and then release the attack: "Ka-me-ha-me-HA!!"
Must be on Earth. Requires the Martial Arts skill (Turtle School). Costs 200 EXP. Learns the Special Signature Technique: Kamehameha. For an additional 200 EXP and Technique Slot, an upgraded version can be acquired via the Learn Technique Activity (therefore not another Special Quest): Special Finisher Technique, Super Kamehameha.
Senzu Bean
While it seems like a miracle drug to aliens unfamiliar with it, the Senzu Bean is a wholly natural plant food from Earth. It is extremely difficult to grow and cultivate, however.
Must be on Earth. Acquire two Special Items, Senzu Beans, which restore 100% HP and Ki once per Senzu Bean when eaten as part of the Extra Action, once per battle. They can also be used on another Knocked Out character (still an Extra Action) at 0 HP to revive them to 50% HP and restore 50% of their maximum Ki. After completing this the first time, the Quest may then be undertaken from any planet but future completions only award one Senzu Bean.
Korin's Training
The ancient cat sage who lives atop Korin Tower has trained warriors for centuries. His methods seem deceptively simple and exceedingly dangerous to those whose bodies are unprepared for the strain, but the results speak for themselves.
Must be on Earth. Requires a Base Power Level of at least 5,000. Upon completion, rolls a d10. On a roll of 9 or higher, this counts as a successful use of Ultra Divine Water. This still counts as the sole successful use permitted by a character. Otherwise, the character dies but may reattempt this Special Quest in the future.
Kienzan
One of the most dangerous and deadly techniques in the universe, capable of grievously wounding even some of the most powerful foes. With an arm up and palm flat to the sky, the user forms a razor-sharp disc of golden ki that can slice through almost any substance.
Must be on Earth. Costs 200 EXP. Learns the Special Finisher Technique: Destructo Disc.
Turtle School
Work hard, study well, and eat and sleep plenty. This is the mantra of the Turtle School, a style of Martial Arts with a focus on unique and grueling training methods.
Must be on Earth. The Combat skill becomes the Martial Arts skill, increasing Power Level gained from the Training activity by +0.5%. This stacks with other effects providing the same benefit, such as the Commoner Class as part of the Saiyan race.
Crane School
The rival school to the Turtle School has its own philosophy: precision over endurance, cunning over brute force. Its master is eccentric and demanding, but the techniques born of the Crane School are undeniably effective.
Must be on Earth. The Combat skill becomes the Cunning Arts skill. Once per battle, may use a Signature Technique as a Reaction.
Dodonpa
A superheated beam of Ki fired from a single fingertip — the signature attack of the Crane School's founder and his deadliest pupil. What it lacks in raw destructive force compared to the mightiest wave techniques, it makes up for in the blinding speed at which it can be loosed. A master of this technique can fire two in the time it takes most fighters to unleash a single blast.
Must be on Earth. Requires the Cunning Arts skill (Crane School). Costs 200 EXP. Learns the Special Signature Technique: Dodon Ray.
Shin Kikouhou
A forbidden technique of the Crane School, one that its masters refuse to teach without good reason. The user forms a triangle or diamond with their hands, channels not just Ki but their own life force through it, and releases a blast of devastating power. The technique can be repeated in rapid succession, each firing more destructive than the last — but each one brings the user closer to death. It is said to surpass even the Kamehameha in raw destructive force, though few live long enough to prove it.
Must be on Earth. Requires the Cunning Arts skill (Crane School). Costs 200 EXP. Learns the Special Signature Technique: Neo Tri-Beam.
Hellzone Grenade
A technique born from Namekian tactical ingenuity. Rather than firing directly at the target, dozens of Ki blasts are scattered across the battlefield in a seemingly random pattern. The opponent has a moment to realize they've been surrounded — and then every blast converges from all directions at once. There is no angle to dodge, no gap to exploit. The ring closes, and everything within it is destroyed.
Must be on Namek. Costs 200 EXP. Learns the Special Finisher Technique: Hellzone Grenade.
Elder Secrets
A style of fighting developed over the millennia by various Protectors of Namek.
Must be on Namek. The Combat skill becomes the Ancient Arts skill, adding 1d6+1 to the damage of the Physical Strikes technique. If Physical Strikes damage is still at its base value (2d4+2), it instead becomes 2d6+3.
Masenko-Ha
A powerful energy wave fired from above the head, palms layered and fingers spread. Developed by the Namekian warrior tradition and passed down from master to student, the Masenko is a versatile blast designed not for raw power but for precision and coordination. In the hands of a disciplined team, a Masenko following an ally's assault strikes with far greater force than the technique alone would suggest.
Must be on Namek. Costs 200 EXP. Learns the Special Signature Technique: Masenko.
Hidden Potential
The Elder Guru of Namek possesses a great power to awaken the untapped strength within others, and may be convinced to do so for you.
Up to three times per character. Must be on Namek, in the bottom half of player-character Power Levels, and less than 1/2 the Base Power Level of the strongest player-character with 0 EXP available for Training. A Game Master will inform you, when you try to begin this Special Quest, if you're valid for it or not. Requires a Base Power Level of at least 5,000. Your Power Level rises by 2x. You must increase your Power Level a further 10x before you can do this again.
Makkankosappo
Perhaps the most deadly single technique ever conceived, ironically created by one from the peace-loving Namekians. The move is performed by touching the index and middle fingers of one hand to the forehead and charging enough ki to attack. When ready, the fingers are extended forward, and two thin energy beams are unleashed from the fingers. One remains straight while the other coils around the straight beam. The resulting beam is quite powerful, drilling through most targets and exploding on the ones that it cannot pierce.
Must be on Namek. Costs 200 EXP. Learns the Special Finisher Technique: Special Beam Cannon.
Way of the Yardrat
Within the entire Universe, there are likely none who control Ki quite like the Yardrat, and they can be convinced to teach you their ways.
Must be on Yardrat. The Ki Control skill becomes the Spirit Control skill, adding +1 Damage to all of your Ki-costing Techniques. Additionally, upon a Critical Hit, force the splitting of a Fused character or force the regurgitation of a character consumed by a Bio-Android's Absorption Class Trait abilities.
Yardrat Cloning Technique
The Yardrat's mastery of Spirit Control extends to abilities far beyond Instant Transmission. Among the most esoteric is the ability to create physical duplicates made of solidified Ki, more stable and combat-capable than the Multi-Form technique.
Must be on Yardrat and possess the Spirit Control skill. Multi-Form becomes Spirit Clone, at a cost of 2 additional Technique Slots. Spirit Clone functions identically to Multi-Form with the following changes: you create exactly 1 copy that shares your full Power Level and both it and you split your remaining Ki and HP. When either copy is destroyed, the other takes 10% of your maximum HP as feedback damage. One use per battle. The original Multi-Form can still be used.
186,000 Miles Per Second
Through the use of incredible mastery of Ki and intense focus, one can use other Power Levels as a means by which to instantly relocate themselves from one location to another. This can be used even in the heat of battle, or to cross between dimensions. The Yardrats are capable, if they can be convinced, of passing on the secrets of this technique.
Must be on Yardrat and possess the Spirit Control skill. Costs 200 EXP. Learns the Special Technique, Instant Transmission, at a cost of 1, 2, or 3 Technique Slots for the desired level: 2 for Enhanced, 3 for Mastered.
Saiyan Elite Training
Prized by the strongest Saiyans of Vegeta is a technique that has been refined over countless generations, standing a head above all others comparable to it. The user curls his fingers and places both his hands together at chest level facing the same direction such that the palm of one hand is on the back of the other. Then, once enough ki is gathered, he shouts "Galick Gun!" and thrusts both hands forward to fire a beam-like wave of energy. The result is a huge, fuchsia-colored energy blast that emanates from both his hands and body.
Must be on Vegeta. Costs 200 EXP. Learns the Special Signature Technique: Galick Gun.
Hatchiyack
Deep within the ruins of the Tuffle civilization on planet Vegeta lies a machine designed to weaponize hatred. It is said to grow stronger the more negative energy it absorbs, and it can be turned to one's own purposes — or unleashed upon the world.
Must be on Vegeta and can only be completed once per Campaign. Must defeat an NPC in combat, created and controlled by a Game Master, that has at least 2x your Power Level and grows stronger with additional allies. If victorious, acquire the Special Item, Hatchiyack Core, which can be activated once per battle for an Extra Action. When activated: your next Signature or Finisher technique, that you spend a Standard Action on, deals double its rolled (if damage isn't rolled for, this item cannot be used for it) damage; but you take 20 HP in recoil damage. Like any item, this can be taken from you after battle, and may be pursued by more than just other player-characters!
The Last Thing You'll Be Feeling is Oblivion!!
The ultimate in sheer, destructive power and the greatest single technique of the Saiyan race. The Final Flash is formed by throwing both arms open, hands held vertically and fingers wide while gathering ki. Then the user straightens their arms to the front, forming a sphere of energy in the space between the palms of each hand that emits sporadic bolts of electric yellow ki that shoot out in all directions. Finally, the user discharges a massive golden beam of energy with electric ki streaming around it towards his opponent.
Must be on Vegeta. Costs 200 EXP. Learns the Special Finisher Technique: Final Flash.
Saiyan Pride
To a Saiyan, a blow that should have broken you is not a wound — it is an insult. And an insult demands an answer. The warriors of Vegeta have long channeled the fury of near-defeat into devastating counterattacks, turning the enemy's greatest strike into the catalyst for their own.
Must be on Vegeta. The Constitution skill becomes the Pride skill. Whenever you take damage from a single attack that exceeds 25% of your maximum HP, your Attack increases by +5 and all of your attacks deal +5 Damage on your next turn. This does not stack with itself if triggered by multiple qualifying hits in the same turn.
Big Bang Attack
A single condensed sphere of Ki, gathered in one open palm and released in an instant. There is no drawn-out charge, no dramatic stance — just absolute destructive force delivered with cold efficiency. Developed and refined by the Saiyan elite, the Big Bang Attack is the weapon of a fighter who has already won the battle in their mind and simply needs the opponent to catch up.
Must be on Vegeta. Costs 200 EXP. Learns the Special Signature Technique: Big Bang Attack.
Planet Buster
When the opponent cannot be overcome, a point must be made, or for any other reason, there exists the option to destroy the entire world you stand on. The user lights a spark of energy on his index finger. Once enough energy is gathered, this spark may grow to the size of a small moon and is thrown towards the planet.
Must be on Cold #01. Costs 200 EXP. Requires a possible Transformed Power Level of 1,000,000 to learn. Learns the Special Finisher Technique: Death Ball.
Extremophile
To truly become indestructible means one must subject themselves to the most extreme of conditions, even the cold vacuum of space.
Must be on Cold #01. The Constitution skill becomes the Durability skill, allowing the character to survive a planet's destruction and reducing the chance for a Status Effect to be inflicted via Signature or Finisher Technique by 10%.
Legacy of the Emperor of the Universe
Utter simplicity refined to make it one of the greatest fighting tools in the entire universe. To perform the technique, the user extends his right arm and fires a small, thin, very fast and concentrated laser-like beam of ki from his index finger, which barrels down and pierces through the opponent. Its speed is such that the technique can be repeated rapidly.
Must be on Cold #01. Costs 200 EXP. Learns the Special Signature Technique: Death Beam.
Konatsian Blade Tempering
The greatest swordsmiths of Konats don't merely forge weapons, they imbue them with the fighting spirit of the wielder. A blade tempered through this ancient process becomes an extension of the self.
Must be on Konats and possess a Basic Weapon, Piercing Weapon, Magic Weapon, or the Z-Sword. Your weapon gains a permanent +1 to Attack Rolls when used (stacking with Scouter and other modifiers). If you possess the Ki Forge technique, it also gains this bonus. Additionally, the weapon can no longer be taken from you as a combat spoil when Knocked Out.
The Z-Sword
Possessed by an ancient order of swordsmen is the Z-Sword, the most powerful magic weapon in the known Universe. If only the current wielder could be found and defeated...
Must be on Konats and can only be completed once per Campaign. Must defeat an NPC in combat, created and controlled by a Game Master, that wields the Z-Sword. They will kill you for trying to take the Z-Sword. Their Power Level will increase further with additional allies. If you're victorious, you'll acquire the Special Item, The Z-Sword, which increases base Power Level 2x while it's in your possession and extends Critical Hit Range by one. Like any item, this can be taken from you after battle, and may be pursued by more than just other player-characters!
Konatsian Evasion Training
The greatest Konatsian warriors don't just block or parry — they're simply not where the strike lands. Their training emphasizes reading the flow of battle so completely that no attack, no matter how clever, finds its mark. Even techniques designed to chase a target lose their prey against a master of Konatsian evasion.
Must be on Konats. The Mobility skill becomes the Evasion skill. You are immune to the Homing Main Effect — Homing attacks that miss you cannot be redirected back at you. Additionally, your Defense cannot be reduced by any effect except changes to your League.
Mafuba
An ancient and terrible sealing technique of mysterious origin, whispered about in the most obscure martial arts traditions of the universe. The user channels an immense spiral of Ki that traps the target's body and soul within a container. It can seal any living being regardless of power — but only once they have been sufficiently weakened. The strain the technique places on the user is often fatal. To attempt it is to gamble everything on a single moment. The clairvoyant elders of Kanassa are among the few who still remember how to teach it.
Must be on Kanassa. Costs 200 EXP. Learns the Special Technique: Evil Containment Wave.
Kanassan Wisdom
Kanassa, due to the clairvoyant nature of the species, has some of the wisest elders in the universe. Learning from them can open the mind to entirely new possibilities and opportunities.
Must be on Kanassa. The Intelligence skill becomes the Wisdom skill, halves the EXP costs for learning Techniques and allows this character to teach their techniques to others for only the EXP cost instead of EXP and 1 Quarter.
Afterlife Portal
A rare phenomenon where a natural portal to the Afterlife opens up, allowing one to pass through. However, the attempt will be resisted by an Afterlife Guardian.
Must be on Kanassa or Konats. Must defeat an NPC in combat, created and controlled by a Game Master, that has at least 2x your Power Level. Teleports to any location in the Afterlife except Kaioshin Sei and allows participation in Afterlife Activities as if dead, until they return. May teleport back to the planet of origin at any time, except in combat.
Room of Spirit and Time
Across the universe, there exists a pocket dimension where time moves much more quickly. Within is a blank world of white, with conditions so extreme that even the hardiest of species often perish. Often protected by the Guardian of a world, access can be granted, and those who emerge often do so as an entirely new person.
Can be on any planet. Requires a Base Power Level of at least 100,000. Gain 400 free EXP and the ability to spend up to that amount on the Special Training Activity without time cost. Gain 200 free Bonus EXP to be spent on learning Techniques without time cost. Gain 4 Quarters of time that can be used in an instant on Transformation Quests. This particular Special Quest cannot be repeated by the same character(s) until twenty in-game years (80 Quarters) have passed.
Grandmaster
Throughout the universe are fighters who, while perhaps not particularly powerful, are prodigiously skilled and excellent teachers. Find such a master, learn from them, and you can become that much better a fighter.
Can be done on any planet. Once per character. Gain 2 Skill Points.
Pendulum Room
Hidden within the home of a planet's Guardian is a room that can project the consciousness of those within it to any point in time or space. Through it, one can train against the greatest fighters in history.
May be on any planet. Once per character. May spend up to 400 EXP on Special Training without time cost. Additionally, you may again observe one technique you've seen in battle and learn it at no EXP cost, provided you have a Technique Slot available.
Makyo Star Ritual
A dark, wandering star that occasionally passes near the mortal universe radiates energy of immense and corrupting power. Those who tap into it gain extraordinary strength, but only while the star is near — and the corruption it leaves behind can twist even the most resolute soul.
Can be done on any planet. Must have Evil Alignment. Requires a Base Power Level of at least 10,000. Your Base Power Level increases by 3x, but your Alignment is permanently locked to Evil. Additionally, once per year of in-game time, you must spend 100 EXP "communing" with the Makyo Star. Failure to commune in any given year results in your Base Power Level being reduced to 25% of current as well as being permanently unable to regain this feature, as the Makyo Star does not forgive.
Talisman of Zen'o
Named after some kind of mythical deity from the past of Zoon is the Talisman of Zen'o. If found, it can be taken from its guardian, but only by force.
Must be on Zoon and can only be completed once per Campaign. Must defeat an NPC in combat, created and controlled by a Game Master, that has at least 2x your Power Level. They will kill you for trying to take the Talisman. This increases the more allies you bring. If you're victorious, you'll acquire the Special Item, Talisman of Zen'o, which increases Base Power Level 4x. Like any item, this can be taken from you after battle, and may be pursued by more than just other player-characters!
God Ki
Ki is a natural energy inherent to all forms of life, sapient or otherwise. However, beings with divine associations, such as the mystical Shinjin, possess a different and far more potent form of Ki: God Ki. Divine Energy. Yet, there are methods by which a mortal may acquire it as well, and not all of them are known. With it comes an entirely new means of evolution in power, and for those who truly master it, abilities beyond the reach of even the greatest warriors.
Can be completed on any planet. Requires 6 Quarters and 300 EXP. Requires a Base Power Level of at least 25,000 and use of the God Ki Knowledge wish upon the Dragon Balls. Requires a d10 to be rolled and succeeds on a roll of 6 or higher, resulting in no benefit from this Quest if failed. Success is guaranteed on the second attempt.
Increases base Power Level by 2x, the Ki stat becomes God Ki, and allows one use of the Special Transformation, God Form. After this first use, the character may repeat this Quest to unlock it again, or unlock it permanently if they have already unlocked their S3 and now exceed its Base Power Level requirement by 10x. Yet another repeat of this Quest, once God Form is permanently unlocked, allows them to unlock Super God Form afterwards. Finally: Those with God Ki cannot be sensed (such as by Ki Sense) or detected by any kind of Scouter, unless by someone else with God Ki. As long as that is the case, they gain +1 to Defense.
Earth's most famous technique, still taught by a handful of masters across the world and refined beyond perfection. Cupped hands are slowly drawn to the user's side and hip, blue-white ki concentrating into a single point between the palms. The hands are then thrust forward, still together at the wrists, to release a flowing and powerful beam-like wave of energy. During most uses, the user speaks the name in syllables as they prepare and then release the attack: "Ka-me-ha-me-HA!!"
Must be on Earth. Requires the Martial Arts skill (Turtle School). Costs 200 EXP. Learns the Special Signature Technique: Kamehameha. For an additional 200 EXP and Technique Slot, an upgraded version can be acquired via the Learn Technique Activity (therefore not another Special Quest): Special Finisher Technique, Super Kamehameha.
Senzu Bean
While it seems like a miracle drug to aliens unfamiliar with it, the Senzu Bean is a wholly natural plant food from Earth. It is extremely difficult to grow and cultivate, however.
Must be on Earth. Acquire two Special Items, Senzu Beans, which restore 100% HP and Ki once per Senzu Bean when eaten as part of the Extra Action, once per battle. They can also be used on another Knocked Out character (still an Extra Action) at 0 HP to revive them to 50% HP and restore 50% of their maximum Ki. After completing this the first time, the Quest may then be undertaken from any planet but future completions only award one Senzu Bean.
Korin's Training
The ancient cat sage who lives atop Korin Tower has trained warriors for centuries. His methods seem deceptively simple and exceedingly dangerous to those whose bodies are unprepared for the strain, but the results speak for themselves.
Must be on Earth. Requires a Base Power Level of at least 5,000. Upon completion, rolls a d10. On a roll of 9 or higher, this counts as a successful use of Ultra Divine Water. This still counts as the sole successful use permitted by a character. Otherwise, the character dies but may reattempt this Special Quest in the future.
Kienzan
One of the most dangerous and deadly techniques in the universe, capable of grievously wounding even some of the most powerful foes. With an arm up and palm flat to the sky, the user forms a razor-sharp disc of golden ki that can slice through almost any substance.
Must be on Earth. Costs 200 EXP. Learns the Special Finisher Technique: Destructo Disc.
Turtle School
Work hard, study well, and eat and sleep plenty. This is the mantra of the Turtle School, a style of Martial Arts with a focus on unique and grueling training methods.
Must be on Earth. The Combat skill becomes the Martial Arts skill, increasing Power Level gained from the Training activity by +0.5%. This stacks with other effects providing the same benefit, such as the Commoner Class as part of the Saiyan race.
Crane School
The rival school to the Turtle School has its own philosophy: precision over endurance, cunning over brute force. Its master is eccentric and demanding, but the techniques born of the Crane School are undeniably effective.
Must be on Earth. The Combat skill becomes the Cunning Arts skill. Once per battle, may use a Signature Technique as a Reaction.
Dodonpa
A superheated beam of Ki fired from a single fingertip — the signature attack of the Crane School's founder and his deadliest pupil. What it lacks in raw destructive force compared to the mightiest wave techniques, it makes up for in the blinding speed at which it can be loosed. A master of this technique can fire two in the time it takes most fighters to unleash a single blast.
Must be on Earth. Requires the Cunning Arts skill (Crane School). Costs 200 EXP. Learns the Special Signature Technique: Dodon Ray.
Shin Kikouhou
A forbidden technique of the Crane School, one that its masters refuse to teach without good reason. The user forms a triangle or diamond with their hands, channels not just Ki but their own life force through it, and releases a blast of devastating power. The technique can be repeated in rapid succession, each firing more destructive than the last — but each one brings the user closer to death. It is said to surpass even the Kamehameha in raw destructive force, though few live long enough to prove it.
Must be on Earth. Requires the Cunning Arts skill (Crane School). Costs 200 EXP. Learns the Special Signature Technique: Neo Tri-Beam.
Hellzone Grenade
A technique born from Namekian tactical ingenuity. Rather than firing directly at the target, dozens of Ki blasts are scattered across the battlefield in a seemingly random pattern. The opponent has a moment to realize they've been surrounded — and then every blast converges from all directions at once. There is no angle to dodge, no gap to exploit. The ring closes, and everything within it is destroyed.
Must be on Namek. Costs 200 EXP. Learns the Special Finisher Technique: Hellzone Grenade.
Elder Secrets
A style of fighting developed over the millennia by various Protectors of Namek.
Must be on Namek. The Combat skill becomes the Ancient Arts skill, adding 1d6+1 to the damage of the Physical Strikes technique. If Physical Strikes damage is still at its base value (2d4+2), it instead becomes 2d6+3.
Masenko-Ha
A powerful energy wave fired from above the head, palms layered and fingers spread. Developed by the Namekian warrior tradition and passed down from master to student, the Masenko is a versatile blast designed not for raw power but for precision and coordination. In the hands of a disciplined team, a Masenko following an ally's assault strikes with far greater force than the technique alone would suggest.
Must be on Namek. Costs 200 EXP. Learns the Special Signature Technique: Masenko.
Hidden Potential
The Elder Guru of Namek possesses a great power to awaken the untapped strength within others, and may be convinced to do so for you.
Up to three times per character. Must be on Namek, in the bottom half of player-character Power Levels, and less than 1/2 the Base Power Level of the strongest player-character with 0 EXP available for Training. A Game Master will inform you, when you try to begin this Special Quest, if you're valid for it or not. Requires a Base Power Level of at least 5,000. Your Power Level rises by 2x. You must increase your Power Level a further 10x before you can do this again.
Makkankosappo
Perhaps the most deadly single technique ever conceived, ironically created by one from the peace-loving Namekians. The move is performed by touching the index and middle fingers of one hand to the forehead and charging enough ki to attack. When ready, the fingers are extended forward, and two thin energy beams are unleashed from the fingers. One remains straight while the other coils around the straight beam. The resulting beam is quite powerful, drilling through most targets and exploding on the ones that it cannot pierce.
Must be on Namek. Costs 200 EXP. Learns the Special Finisher Technique: Special Beam Cannon.
Way of the Yardrat
Within the entire Universe, there are likely none who control Ki quite like the Yardrat, and they can be convinced to teach you their ways.
Must be on Yardrat. The Ki Control skill becomes the Spirit Control skill, adding +1 Damage to all of your Ki-costing Techniques. Additionally, upon a Critical Hit, force the splitting of a Fused character or force the regurgitation of a character consumed by a Bio-Android's Absorption Class Trait abilities.
Yardrat Cloning Technique
The Yardrat's mastery of Spirit Control extends to abilities far beyond Instant Transmission. Among the most esoteric is the ability to create physical duplicates made of solidified Ki, more stable and combat-capable than the Multi-Form technique.
Must be on Yardrat and possess the Spirit Control skill. Multi-Form becomes Spirit Clone, at a cost of 2 additional Technique Slots. Spirit Clone functions identically to Multi-Form with the following changes: you create exactly 1 copy that shares your full Power Level and both it and you split your remaining Ki and HP. When either copy is destroyed, the other takes 10% of your maximum HP as feedback damage. One use per battle. The original Multi-Form can still be used.
186,000 Miles Per Second
Through the use of incredible mastery of Ki and intense focus, one can use other Power Levels as a means by which to instantly relocate themselves from one location to another. This can be used even in the heat of battle, or to cross between dimensions. The Yardrats are capable, if they can be convinced, of passing on the secrets of this technique.
Must be on Yardrat and possess the Spirit Control skill. Costs 200 EXP. Learns the Special Technique, Instant Transmission, at a cost of 1, 2, or 3 Technique Slots for the desired level: 2 for Enhanced, 3 for Mastered.
Saiyan Elite Training
Prized by the strongest Saiyans of Vegeta is a technique that has been refined over countless generations, standing a head above all others comparable to it. The user curls his fingers and places both his hands together at chest level facing the same direction such that the palm of one hand is on the back of the other. Then, once enough ki is gathered, he shouts "Galick Gun!" and thrusts both hands forward to fire a beam-like wave of energy. The result is a huge, fuchsia-colored energy blast that emanates from both his hands and body.
Must be on Vegeta. Costs 200 EXP. Learns the Special Signature Technique: Galick Gun.
Hatchiyack
Deep within the ruins of the Tuffle civilization on planet Vegeta lies a machine designed to weaponize hatred. It is said to grow stronger the more negative energy it absorbs, and it can be turned to one's own purposes — or unleashed upon the world.
Must be on Vegeta and can only be completed once per Campaign. Must defeat an NPC in combat, created and controlled by a Game Master, that has at least 2x your Power Level and grows stronger with additional allies. If victorious, acquire the Special Item, Hatchiyack Core, which can be activated once per battle for an Extra Action. When activated: your next Signature or Finisher technique, that you spend a Standard Action on, deals double its rolled (if damage isn't rolled for, this item cannot be used for it) damage; but you take 20 HP in recoil damage. Like any item, this can be taken from you after battle, and may be pursued by more than just other player-characters!
The Last Thing You'll Be Feeling is Oblivion!!
The ultimate in sheer, destructive power and the greatest single technique of the Saiyan race. The Final Flash is formed by throwing both arms open, hands held vertically and fingers wide while gathering ki. Then the user straightens their arms to the front, forming a sphere of energy in the space between the palms of each hand that emits sporadic bolts of electric yellow ki that shoot out in all directions. Finally, the user discharges a massive golden beam of energy with electric ki streaming around it towards his opponent.
Must be on Vegeta. Costs 200 EXP. Learns the Special Finisher Technique: Final Flash.
Saiyan Pride
To a Saiyan, a blow that should have broken you is not a wound — it is an insult. And an insult demands an answer. The warriors of Vegeta have long channeled the fury of near-defeat into devastating counterattacks, turning the enemy's greatest strike into the catalyst for their own.
Must be on Vegeta. The Constitution skill becomes the Pride skill. Whenever you take damage from a single attack that exceeds 25% of your maximum HP, your Attack increases by +5 and all of your attacks deal +5 Damage on your next turn. This does not stack with itself if triggered by multiple qualifying hits in the same turn.
Big Bang Attack
A single condensed sphere of Ki, gathered in one open palm and released in an instant. There is no drawn-out charge, no dramatic stance — just absolute destructive force delivered with cold efficiency. Developed and refined by the Saiyan elite, the Big Bang Attack is the weapon of a fighter who has already won the battle in their mind and simply needs the opponent to catch up.
Must be on Vegeta. Costs 200 EXP. Learns the Special Signature Technique: Big Bang Attack.
Planet Buster
When the opponent cannot be overcome, a point must be made, or for any other reason, there exists the option to destroy the entire world you stand on. The user lights a spark of energy on his index finger. Once enough energy is gathered, this spark may grow to the size of a small moon and is thrown towards the planet.
Must be on Cold #01. Costs 200 EXP. Requires a possible Transformed Power Level of 1,000,000 to learn. Learns the Special Finisher Technique: Death Ball.
Extremophile
To truly become indestructible means one must subject themselves to the most extreme of conditions, even the cold vacuum of space.
Must be on Cold #01. The Constitution skill becomes the Durability skill, allowing the character to survive a planet's destruction and reducing the chance for a Status Effect to be inflicted via Signature or Finisher Technique by 10%.
Legacy of the Emperor of the Universe
Utter simplicity refined to make it one of the greatest fighting tools in the entire universe. To perform the technique, the user extends his right arm and fires a small, thin, very fast and concentrated laser-like beam of ki from his index finger, which barrels down and pierces through the opponent. Its speed is such that the technique can be repeated rapidly.
Must be on Cold #01. Costs 200 EXP. Learns the Special Signature Technique: Death Beam.
Konatsian Blade Tempering
The greatest swordsmiths of Konats don't merely forge weapons, they imbue them with the fighting spirit of the wielder. A blade tempered through this ancient process becomes an extension of the self.
Must be on Konats and possess a Basic Weapon, Piercing Weapon, Magic Weapon, or the Z-Sword. Your weapon gains a permanent +1 to Attack Rolls when used (stacking with Scouter and other modifiers). If you possess the Ki Forge technique, it also gains this bonus. Additionally, the weapon can no longer be taken from you as a combat spoil when Knocked Out.
The Z-Sword
Possessed by an ancient order of swordsmen is the Z-Sword, the most powerful magic weapon in the known Universe. If only the current wielder could be found and defeated...
Must be on Konats and can only be completed once per Campaign. Must defeat an NPC in combat, created and controlled by a Game Master, that wields the Z-Sword. They will kill you for trying to take the Z-Sword. Their Power Level will increase further with additional allies. If you're victorious, you'll acquire the Special Item, The Z-Sword, which increases base Power Level 2x while it's in your possession and extends Critical Hit Range by one. Like any item, this can be taken from you after battle, and may be pursued by more than just other player-characters!
Konatsian Evasion Training
The greatest Konatsian warriors don't just block or parry — they're simply not where the strike lands. Their training emphasizes reading the flow of battle so completely that no attack, no matter how clever, finds its mark. Even techniques designed to chase a target lose their prey against a master of Konatsian evasion.
Must be on Konats. The Mobility skill becomes the Evasion skill. You are immune to the Homing Main Effect — Homing attacks that miss you cannot be redirected back at you. Additionally, your Defense cannot be reduced by any effect except changes to your League.
Mafuba
An ancient and terrible sealing technique of mysterious origin, whispered about in the most obscure martial arts traditions of the universe. The user channels an immense spiral of Ki that traps the target's body and soul within a container. It can seal any living being regardless of power — but only once they have been sufficiently weakened. The strain the technique places on the user is often fatal. To attempt it is to gamble everything on a single moment. The clairvoyant elders of Kanassa are among the few who still remember how to teach it.
Must be on Kanassa. Costs 200 EXP. Learns the Special Technique: Evil Containment Wave.
Kanassan Wisdom
Kanassa, due to the clairvoyant nature of the species, has some of the wisest elders in the universe. Learning from them can open the mind to entirely new possibilities and opportunities.
Must be on Kanassa. The Intelligence skill becomes the Wisdom skill, halves the EXP costs for learning Techniques and allows this character to teach their techniques to others for only the EXP cost instead of EXP and 1 Quarter.
Afterlife Portal
A rare phenomenon where a natural portal to the Afterlife opens up, allowing one to pass through. However, the attempt will be resisted by an Afterlife Guardian.
Must be on Kanassa or Konats. Must defeat an NPC in combat, created and controlled by a Game Master, that has at least 2x your Power Level. Teleports to any location in the Afterlife except Kaioshin Sei and allows participation in Afterlife Activities as if dead, until they return. May teleport back to the planet of origin at any time, except in combat.
Room of Spirit and Time
Across the universe, there exists a pocket dimension where time moves much more quickly. Within is a blank world of white, with conditions so extreme that even the hardiest of species often perish. Often protected by the Guardian of a world, access can be granted, and those who emerge often do so as an entirely new person.
Can be on any planet. Requires a Base Power Level of at least 100,000. Gain 400 free EXP and the ability to spend up to that amount on the Special Training Activity without time cost. Gain 200 free Bonus EXP to be spent on learning Techniques without time cost. Gain 4 Quarters of time that can be used in an instant on Transformation Quests. This particular Special Quest cannot be repeated by the same character(s) until twenty in-game years (80 Quarters) have passed.
Grandmaster
Throughout the universe are fighters who, while perhaps not particularly powerful, are prodigiously skilled and excellent teachers. Find such a master, learn from them, and you can become that much better a fighter.
Can be done on any planet. Once per character. Gain 2 Skill Points.
Pendulum Room
Hidden within the home of a planet's Guardian is a room that can project the consciousness of those within it to any point in time or space. Through it, one can train against the greatest fighters in history.
May be on any planet. Once per character. May spend up to 400 EXP on Special Training without time cost. Additionally, you may again observe one technique you've seen in battle and learn it at no EXP cost, provided you have a Technique Slot available.
Makyo Star Ritual
A dark, wandering star that occasionally passes near the mortal universe radiates energy of immense and corrupting power. Those who tap into it gain extraordinary strength, but only while the star is near — and the corruption it leaves behind can twist even the most resolute soul.
Can be done on any planet. Must have Evil Alignment. Requires a Base Power Level of at least 10,000. Your Base Power Level increases by 3x, but your Alignment is permanently locked to Evil. Additionally, once per year of in-game time, you must spend 100 EXP "communing" with the Makyo Star. Failure to commune in any given year results in your Base Power Level being reduced to 25% of current as well as being permanently unable to regain this feature, as the Makyo Star does not forgive.
Talisman of Zen'o
Named after some kind of mythical deity from the past of Zoon is the Talisman of Zen'o. If found, it can be taken from its guardian, but only by force.
Must be on Zoon and can only be completed once per Campaign. Must defeat an NPC in combat, created and controlled by a Game Master, that has at least 2x your Power Level. They will kill you for trying to take the Talisman. This increases the more allies you bring. If you're victorious, you'll acquire the Special Item, Talisman of Zen'o, which increases Base Power Level 4x. Like any item, this can be taken from you after battle, and may be pursued by more than just other player-characters!
God Ki
Ki is a natural energy inherent to all forms of life, sapient or otherwise. However, beings with divine associations, such as the mystical Shinjin, possess a different and far more potent form of Ki: God Ki. Divine Energy. Yet, there are methods by which a mortal may acquire it as well, and not all of them are known. With it comes an entirely new means of evolution in power, and for those who truly master it, abilities beyond the reach of even the greatest warriors.
Can be completed on any planet. Requires 6 Quarters and 300 EXP. Requires a Base Power Level of at least 25,000 and use of the God Ki Knowledge wish upon the Dragon Balls. Requires a d10 to be rolled and succeeds on a roll of 6 or higher, resulting in no benefit from this Quest if failed. Success is guaranteed on the second attempt.
Increases base Power Level by 2x, the Ki stat becomes God Ki, and allows one use of the Special Transformation, God Form. After this first use, the character may repeat this Quest to unlock it again, or unlock it permanently if they have already unlocked their S3 and now exceed its Base Power Level requirement by 10x. Yet another repeat of this Quest, once God Form is permanently unlocked, allows them to unlock Super God Form afterwards. Finally: Those with God Ki cannot be sensed (such as by Ki Sense) or detected by any kind of Scouter, unless by someone else with God Ki. As long as that is the case, they gain +1 to Defense.
Afterlife Quests
Snakeway Run
The legendary 1,000,000-kilometer path of Snakeway is a trial in itself. Those who travel it entirely on foot, resisting every temptation and shortcut, arrive at the end fundamentally changed.
The first time a character travels to the Four Kaio Worlds, this unique Special Quest triggers regardless of Special Quest timing limitations (nor does it cause the wait timer to begin). Upon completion, the Flight technique becomes Mastered Flight and no longer costs Ki to maintain.
Yemma's Judgment
King Yemma, for all his bureaucratic tendencies, is a being of immense power and surprising wisdom. Rarely, and by formal appeal with all required paperwork completed, he can be convinced to intervene in the fate of a soul not yet ready for their final rest.
Must be at the Check-In Station. Once per character. You may change your Alignment by one step (Evil to Neutral, Neutral to Good, or the reverse) with immediate effect, including all Afterlife travel and location consequences. Additionally, if your Alignment changes to Good, you are immediately teleported to Heaven. If changed to Evil, you are immediately teleported to Hell. If changed to Neutral, you remain at the Check-In Station.
Nirvana
Within Heaven rest long-dead masters. Through their tutelage, you can awaken to an entirely new way of thinking grounded in peace.
Must be in Heaven. Must have Good or Neutral Alignment. The Intelligence Skill becomes the Nirvana Skill, adding five Technique Slots and allowing you to instantly learn (no Quarters or EXP required) two total Signature or Finisher Techniques.
Madness
The trials of Hell weigh heavy on any soul, designed to break their will and force them to reincarnate. For some, it breaks their mind instead — and what emerges from the wreckage is something unpredictable, unhinged, and terrifyingly effective.
Must be in Hell. Must have Evil or Neutral Alignment. The Intelligence Skill becomes the Madness skill, allowing one additional use of a Finisher Technique per battle. Additionally, your Signature and Finisher Techniques with Status Effects have their infliction chance increased by 10%.
King Yemma's Fruit
Hidden within Heaven and Hell is a special tree from which shining fruit grow, rumored to be able to restore life to the dead, if it can be retrieved from an Afterlife Guardian.
Must be in Heaven or Hell. Must defeat an NPC in combat, created and controlled by a Game Master, that has at least 2x your Power Level. They will knock you out for trying to steal the Fruit, but only because you're already dead. This increases the more allies you bring. If you're victorious, you'll acquire the Special Item, Fruit of Life, which restores life when eaten while dead, and provides Immortality if eaten while alive.
Heavenly Grace
In the serenity of Heaven, the noise of battle fades and the mind becomes perfectly still. Those who train here learn to move through combat in a state of absolute clarity — unhurried, unshaken, untouchable. No flash of light can daze them, no force can lock their limbs. They simply flow.
Must be in Heaven. Must have Good or Neutral alignment. The Mobility skill becomes the Grace skill. You are immune to the Stunned status. Additionally, the Paralyzed status can never have more than a 10% chance to be inflicted on you, regardless of the source or any modifiers that would increase it.
Kaioken
Any of the Four Kaio can teach you perhaps their most famous technique: the Special Transformation, Kaioken.
Must be at the Four Kaio Worlds. Costs 200 EXP. Acquires the Special Transformation, Kaioken.
Spirit Bomb
A technique that calls upon power from the entire world, perhaps even the entire Universe, is the famed Spirit Bomb. Few have ever truly mastered it, but you're able to try.
Must be at the Four Kaio Worlds. Costs 200 EXP. Learns the Special Technique, Spirit Bomb.
Magical Weighted Clothing
Although usually fickle, one of the Four Kaio can be convinced to create for you a set of Magical Weighted Clothing.
Must be at the Four Kaio Worlds. Acquires the Special Item, Magical Weighted Clothing, which gives you the Weighted Clothing item effects without limit on their use.
King Kai Training
The grueling training regimen of the Kai renowned enough to hold the title of King Kai, possessed of tens of thousands of years experience and wisdom.
Must be at the Four Kaio Worlds. Once per character. Gains 3 Skill Points.
Hell's Crucible
Deep within Hell, far from the eyes of the Kaio, there are those who teach forbidden techniques born in the Demon Realm itself. Their Ki is wrong: twisted, dark, and hostile. It seeps into everything it touches, corroding the will of others and turning their own strength against them. Impress them by surviving the worst of Hell's trials and tribulations, and they may just teach you how to acquire the same.
Must be in Hell. Must have Evil or Neutral alignment. The Ki Control skill becomes the Demon Arts skill. Each time you hit an opponent with a Ki-costing technique, they gain one Corruption stack. At 5 Corruption stacks, the stacks reset to 0 and the target becomes Corrupted on their next turn. A Corrupted target in a one-on-one fight loses one Standard Action as they struggle against the dark impulses invading their mind. In a fight with allies, the Corrupted target must instead use one Standard Action to attack their weakest ally by Current Power Level. Corruption is not a Status Effect and cannot be resisted, reduced, or cleansed by effects that interact with Status Effects. However, the Heal technique can reset Corruption stacks to 0.
Demon Realm Expedition
At the border between Hell and Maikai, there exist cracks in the dimensional barrier. Slipping through them allows exploration of the Demon Realm's outer edges without the permanent exile of fully entering Maikai.
Must be in Hell. Requires a Base Power Level of at least 100,000. Must defeat an NPC in combat of at least 3x your Power Level, higher than most quest NPCs. If victorious, add the "Demonic" prefix to one Transformation. A Demonic Transformation gains +2 to all Attack Rolls and +2 to all Damage while active, but inflicts the Bleed status on the user for the duration each time it is activated. If defeated, you are knocked out in Hell.
Afterlife Blessing
The Kaio with the duty to watch over the entire Afterlife is none other than the Grand Kaio himself. He is able to impart upon you a blessing that allows you to partake in all Afterlife Activities while alive.
Must be at Grand Kaio's World. Acquires the Afterlife Blessing, which allows the character to participate in Afterlife activities while alive as if they were dead. This is covered in the Shinjin's Afterlife Affinity trait and, therefore, Shinjin cannot undertake this quest.
Kaioshin Sei Invitation
An honor bestowed only to the Grand Kaio is the ability to present an invitation to Kaioshin Sei, home of the Kaioshin.
Must be at Grand Kaio's World and possess a Base Power Level of at least 100,000. Allows one to fly or teleport to Kaioshin Sei.
Grand Kai's Library
Within the Grand Kai's palace is a library containing the accumulated martial arts knowledge of the entire universe across all of history. Studying within it can reveal techniques thought lost to time.
Must be at Grand Kaio's World. Once per character. You may learn any two techniques from the non-Special Defense or Utility lists at half the EXP cost, no Quarter cost, and no Technique Slot cost. These must be techniques you are otherwise eligible to learn.
The Secrets of the Metamorans
Upon Grand Kaio's World are the lingering souls of a now-extinct race called the Metamorans. These beings possessed an aptitude for Ki techniques that may not have exceeded the Yardratians in sheer finesse and control, did in creativity. Find these long-lost warriors and they might teach you their crowning technique: How to fuse two beings into one, someone far more powerful than the sum of his or her parts!
Must be on Grand Kaio's World. Costs 200 EXP. Learns the Special Technique, Fusion Dance.
Otherworld Tournament
A legendary fighting tournament held irregularly in the Afterlife, attracting the greatest warriors across all of history. Simply participating is an honor. Winning is the stuff of legend.
Must be on Grand Kaio's World and begin this Quest with at least one other player. You participate in a Single Elimination tournament set up by the Game Master(s). Each character will battle through either NPCs or other player-characters, a minimum of two fights each. All participants gain 100 EXP regardless of placement. The winner gains 200 additional EXP and the runner-up gains 100 additional EXP. Both winner and runner-up may immediately begin and instantly complete one Special Quest at the Four Kaio Worlds or Grand Kaio's World, being teleported to the Four Kaio Worlds if needed.
Kaioshin Sei Trials
Although not all Shinjin are renowned masters of combat, those that are, are almost always among the best in the Universe's history. This is true for none more than the Kaioshin, who can impart their skills to you.
Must be on Kaioshin Sei. Once per character. Gains 5 Skill Points.
Supreme Kai's Potara Forge
The earrings worn by the Kaioshin are not merely ornamental — they are among the most powerful magical artifacts in existence. A Kaioshin may, under rare circumstances, forge a new pair.
Must be on Kaioshin Sei. Once per Campaign. Acquire the Special Item, Potara Earrings. These allow the use of the Potara Fusion special technique.
World to World Art
The powerful means of transportation natural to the Shinjin can be learned by others as well! The Supreme Kai are often willing to teach the art to those willing to invest the time, effort, and energy required.
Must be on Kaioshin Sei. Costs 200 EXP. Learns the Special Technique, Kai Kai, at a cost of 1, 2, or 3 Technique Slots for the desired level: 2 for Enhanced, 3 for Mastered.
Kaioshin's Temporal Sight
The Kaioshin possess the ability to observe any point in time or space. Under extraordinary circumstances, they may share this vision with others, allowing a warrior to study an opponent they have never met.
Must be on Kaioshin Sei. Choose one player-character or named NPC. You are given full knowledge of their current stats, techniques, items, and transformation list (the Game Master provides this information privately). Additionally, for the next fight against that specific character, gain +2 to all Attack Rolls and +2 to Defense. This bonus is lost after the fight and regardless of outcome.
Mystic Potential
An ancient ritual that reaches far deeper than any others allows one of the Kaioshin to draw out untold fountains of power from within you.
Must be on Kaioshin Sei, in the bottom quarter of player-character Power Levels, and less than 1/4 the Base Power Level of the strongest player-character with no more than 100 EXP available for Training. A Game Master will inform you, when you try to begin this Special Quest, if you're valid for it or not. Cannot be done by anyone else again for ten in-game years, and never again for a character has previously completed it. Your Power Level increases 10x.
The legendary 1,000,000-kilometer path of Snakeway is a trial in itself. Those who travel it entirely on foot, resisting every temptation and shortcut, arrive at the end fundamentally changed.
The first time a character travels to the Four Kaio Worlds, this unique Special Quest triggers regardless of Special Quest timing limitations (nor does it cause the wait timer to begin). Upon completion, the Flight technique becomes Mastered Flight and no longer costs Ki to maintain.
Yemma's Judgment
King Yemma, for all his bureaucratic tendencies, is a being of immense power and surprising wisdom. Rarely, and by formal appeal with all required paperwork completed, he can be convinced to intervene in the fate of a soul not yet ready for their final rest.
Must be at the Check-In Station. Once per character. You may change your Alignment by one step (Evil to Neutral, Neutral to Good, or the reverse) with immediate effect, including all Afterlife travel and location consequences. Additionally, if your Alignment changes to Good, you are immediately teleported to Heaven. If changed to Evil, you are immediately teleported to Hell. If changed to Neutral, you remain at the Check-In Station.
Nirvana
Within Heaven rest long-dead masters. Through their tutelage, you can awaken to an entirely new way of thinking grounded in peace.
Must be in Heaven. Must have Good or Neutral Alignment. The Intelligence Skill becomes the Nirvana Skill, adding five Technique Slots and allowing you to instantly learn (no Quarters or EXP required) two total Signature or Finisher Techniques.
Madness
The trials of Hell weigh heavy on any soul, designed to break their will and force them to reincarnate. For some, it breaks their mind instead — and what emerges from the wreckage is something unpredictable, unhinged, and terrifyingly effective.
Must be in Hell. Must have Evil or Neutral Alignment. The Intelligence Skill becomes the Madness skill, allowing one additional use of a Finisher Technique per battle. Additionally, your Signature and Finisher Techniques with Status Effects have their infliction chance increased by 10%.
King Yemma's Fruit
Hidden within Heaven and Hell is a special tree from which shining fruit grow, rumored to be able to restore life to the dead, if it can be retrieved from an Afterlife Guardian.
Must be in Heaven or Hell. Must defeat an NPC in combat, created and controlled by a Game Master, that has at least 2x your Power Level. They will knock you out for trying to steal the Fruit, but only because you're already dead. This increases the more allies you bring. If you're victorious, you'll acquire the Special Item, Fruit of Life, which restores life when eaten while dead, and provides Immortality if eaten while alive.
Heavenly Grace
In the serenity of Heaven, the noise of battle fades and the mind becomes perfectly still. Those who train here learn to move through combat in a state of absolute clarity — unhurried, unshaken, untouchable. No flash of light can daze them, no force can lock their limbs. They simply flow.
Must be in Heaven. Must have Good or Neutral alignment. The Mobility skill becomes the Grace skill. You are immune to the Stunned status. Additionally, the Paralyzed status can never have more than a 10% chance to be inflicted on you, regardless of the source or any modifiers that would increase it.
Kaioken
Any of the Four Kaio can teach you perhaps their most famous technique: the Special Transformation, Kaioken.
Must be at the Four Kaio Worlds. Costs 200 EXP. Acquires the Special Transformation, Kaioken.
Spirit Bomb
A technique that calls upon power from the entire world, perhaps even the entire Universe, is the famed Spirit Bomb. Few have ever truly mastered it, but you're able to try.
Must be at the Four Kaio Worlds. Costs 200 EXP. Learns the Special Technique, Spirit Bomb.
Magical Weighted Clothing
Although usually fickle, one of the Four Kaio can be convinced to create for you a set of Magical Weighted Clothing.
Must be at the Four Kaio Worlds. Acquires the Special Item, Magical Weighted Clothing, which gives you the Weighted Clothing item effects without limit on their use.
King Kai Training
The grueling training regimen of the Kai renowned enough to hold the title of King Kai, possessed of tens of thousands of years experience and wisdom.
Must be at the Four Kaio Worlds. Once per character. Gains 3 Skill Points.
Hell's Crucible
Deep within Hell, far from the eyes of the Kaio, there are those who teach forbidden techniques born in the Demon Realm itself. Their Ki is wrong: twisted, dark, and hostile. It seeps into everything it touches, corroding the will of others and turning their own strength against them. Impress them by surviving the worst of Hell's trials and tribulations, and they may just teach you how to acquire the same.
Must be in Hell. Must have Evil or Neutral alignment. The Ki Control skill becomes the Demon Arts skill. Each time you hit an opponent with a Ki-costing technique, they gain one Corruption stack. At 5 Corruption stacks, the stacks reset to 0 and the target becomes Corrupted on their next turn. A Corrupted target in a one-on-one fight loses one Standard Action as they struggle against the dark impulses invading their mind. In a fight with allies, the Corrupted target must instead use one Standard Action to attack their weakest ally by Current Power Level. Corruption is not a Status Effect and cannot be resisted, reduced, or cleansed by effects that interact with Status Effects. However, the Heal technique can reset Corruption stacks to 0.
Demon Realm Expedition
At the border between Hell and Maikai, there exist cracks in the dimensional barrier. Slipping through them allows exploration of the Demon Realm's outer edges without the permanent exile of fully entering Maikai.
Must be in Hell. Requires a Base Power Level of at least 100,000. Must defeat an NPC in combat of at least 3x your Power Level, higher than most quest NPCs. If victorious, add the "Demonic" prefix to one Transformation. A Demonic Transformation gains +2 to all Attack Rolls and +2 to all Damage while active, but inflicts the Bleed status on the user for the duration each time it is activated. If defeated, you are knocked out in Hell.
Afterlife Blessing
The Kaio with the duty to watch over the entire Afterlife is none other than the Grand Kaio himself. He is able to impart upon you a blessing that allows you to partake in all Afterlife Activities while alive.
Must be at Grand Kaio's World. Acquires the Afterlife Blessing, which allows the character to participate in Afterlife activities while alive as if they were dead. This is covered in the Shinjin's Afterlife Affinity trait and, therefore, Shinjin cannot undertake this quest.
Kaioshin Sei Invitation
An honor bestowed only to the Grand Kaio is the ability to present an invitation to Kaioshin Sei, home of the Kaioshin.
Must be at Grand Kaio's World and possess a Base Power Level of at least 100,000. Allows one to fly or teleport to Kaioshin Sei.
Grand Kai's Library
Within the Grand Kai's palace is a library containing the accumulated martial arts knowledge of the entire universe across all of history. Studying within it can reveal techniques thought lost to time.
Must be at Grand Kaio's World. Once per character. You may learn any two techniques from the non-Special Defense or Utility lists at half the EXP cost, no Quarter cost, and no Technique Slot cost. These must be techniques you are otherwise eligible to learn.
The Secrets of the Metamorans
Upon Grand Kaio's World are the lingering souls of a now-extinct race called the Metamorans. These beings possessed an aptitude for Ki techniques that may not have exceeded the Yardratians in sheer finesse and control, did in creativity. Find these long-lost warriors and they might teach you their crowning technique: How to fuse two beings into one, someone far more powerful than the sum of his or her parts!
Must be on Grand Kaio's World. Costs 200 EXP. Learns the Special Technique, Fusion Dance.
Otherworld Tournament
A legendary fighting tournament held irregularly in the Afterlife, attracting the greatest warriors across all of history. Simply participating is an honor. Winning is the stuff of legend.
Must be on Grand Kaio's World and begin this Quest with at least one other player. You participate in a Single Elimination tournament set up by the Game Master(s). Each character will battle through either NPCs or other player-characters, a minimum of two fights each. All participants gain 100 EXP regardless of placement. The winner gains 200 additional EXP and the runner-up gains 100 additional EXP. Both winner and runner-up may immediately begin and instantly complete one Special Quest at the Four Kaio Worlds or Grand Kaio's World, being teleported to the Four Kaio Worlds if needed.
Kaioshin Sei Trials
Although not all Shinjin are renowned masters of combat, those that are, are almost always among the best in the Universe's history. This is true for none more than the Kaioshin, who can impart their skills to you.
Must be on Kaioshin Sei. Once per character. Gains 5 Skill Points.
Supreme Kai's Potara Forge
The earrings worn by the Kaioshin are not merely ornamental — they are among the most powerful magical artifacts in existence. A Kaioshin may, under rare circumstances, forge a new pair.
Must be on Kaioshin Sei. Once per Campaign. Acquire the Special Item, Potara Earrings. These allow the use of the Potara Fusion special technique.
World to World Art
The powerful means of transportation natural to the Shinjin can be learned by others as well! The Supreme Kai are often willing to teach the art to those willing to invest the time, effort, and energy required.
Must be on Kaioshin Sei. Costs 200 EXP. Learns the Special Technique, Kai Kai, at a cost of 1, 2, or 3 Technique Slots for the desired level: 2 for Enhanced, 3 for Mastered.
Kaioshin's Temporal Sight
The Kaioshin possess the ability to observe any point in time or space. Under extraordinary circumstances, they may share this vision with others, allowing a warrior to study an opponent they have never met.
Must be on Kaioshin Sei. Choose one player-character or named NPC. You are given full knowledge of their current stats, techniques, items, and transformation list (the Game Master provides this information privately). Additionally, for the next fight against that specific character, gain +2 to all Attack Rolls and +2 to Defense. This bonus is lost after the fight and regardless of outcome.
Mystic Potential
An ancient ritual that reaches far deeper than any others allows one of the Kaioshin to draw out untold fountains of power from within you.
Must be on Kaioshin Sei, in the bottom quarter of player-character Power Levels, and less than 1/4 the Base Power Level of the strongest player-character with no more than 100 EXP available for Training. A Game Master will inform you, when you try to begin this Special Quest, if you're valid for it or not. Cannot be done by anyone else again for ten in-game years, and never again for a character has previously completed it. Your Power Level increases 10x.
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